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Tiamat, Module 6 and Teamwork

tripsofthrymrtripsofthrymr Member, Neverwinter Moderator, NW M9 Playtest Posts: 1,624 Community Moderator
edited March 2015 in General Discussion (PC)
Thank you for making Tiamat significantly more challenging in Module 6 (at least from what can be seen on Preview).

It looks like the fight might actually require coordination and teamwork.

Now, please allow us to pick our own teams.

I know that you "tested" this concept at some point and rejected it. Given that zerging works out just fine in Mod 5, I can kind of sort of understand that decision even though I disagree with it (allows very casuals a chance to win).

Please, please, please now that actual coordination will be needed, revisit your previous decision and allow us to form teams, so that we can effectively communicate and play using teamwork with friends.
Caritas Guild Founder (Greycloak Alliance)

Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
Post edited by tripsofthrymr on

Comments

  • edited March 2015
    This content has been removed.
  • kabinoleskabinoles Member Posts: 229 Arc User
    edited March 2015
    and their should be ,if you dont have all the boon's from before WoD and the 3 arti. you cant enter
    now in tiamat is like we need canon's,than you see many 22.'s slipping in.and some ppl saying many 22.'s make a cannon
    we need 25 players,if 10 where 22.'s we still 9 cannon's short.and most of the time its a fail
    I have seen 10k+ players with 1 green arti in tiamat(22.'s),its like going to war in your underpants and with a bb gun
    I am a free player and I always make sure I have all my boon's or arti before another mod kickin
    its not fair to a group if you are underequip in a fight
  • kolatmasterkolatmaster Member Posts: 3,111 Arc User
    edited March 2015
    Teamwork being required is AWESOME. Seriously awesome...

    We just need the ability to do so for Tiamat now. Ok Devs, make it happen! :cool:
    va8Ru.gif
  • clericalistclericalist Member, NW M9 Playtest Posts: 595 Arc User
    edited March 2015
    I can understand why some don't like the zerging tactic, but if you want to be strict, zerging requires the teamwork of 25 people. Zerging became the standard because its the best tactic, the force multipliers of having 25 on one dragon head should almost always outweigh the time lost by moving from head to head. Even if they come up with ways to form teams, zerging should be the tactic that is used.
  • ehhhhhhwatehhhhhhwat Member Posts: 52
    edited March 2015
    Is a bit truth and not alot of those "Cannons" you speak of when they see lower GS players simply <font color="orange">HAMSTER</font> off and leave. Leaving often less then 25 players in instance which is usually where the lack of dps comes from.

    You also can't counter semi-afks as things are...
    Would be nice if they fixed skill related fps drops too... its been there forever >_ > ! *cough* multiple other players use astral seal lel *cough*

    And if you can't fix astral seal then at least disable it in Tiamat instance, cheers... fellow DC =. =

    I can hardly imagine doing Tiamat in mod 6 if its to get harder... anyone who is new / undergeared / boonless will be in losing scenario.
    Oh well gonna have to get as many linu's favors during this 3 weeks and perhaps watch from afar >_ > - - - -

    I really wish they used those 3 weeks not just to "deliver better product" but also would FIX EXISTING SKILL RELATED BUGS , thank you :<
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited March 2015
    I can well imagine doing Tiamat in Mod 6, especially if it becomes harder. We'll just have to wait a week or three, then all those blues-and-greens-and-not-even-enchants-just-open-sockets-leechers have understood, and ceased to try, or maybe the Devs will have implemented a way to keep those out. If lower GS means something like 80+% purple gear, two or better three artifacts, and rank sixes, with a total ArPen >1500 - by all means go, have your try. But don't QQ if everybody comes thus dressed, and most leave when after the first dragon round it's obvious it won't end well because you only managed to bring the first head down to half health...

    This also assumes that with the patch the devs will do something about the constant lockups and mega-lags that happen in there. When I want a psychedelic slideshow there's plenty of programs made exactly for giving me that, no need for it once I launched the game. NB: "Do something" could, at least in my book, also constitute of a adequately publicized message detailing what exactly causes this, and detailing the must-nots that should be avoided. Fixing that for good would be preferred, but that's maybe a longer process.

    As of now it's a great lottery: Get in there, ogle ppl, OK, the three I looked at look up to scratch, start the run, reassess chances after the first heads round (at least 2 down, but unkilled? check. proceed) - and even then there are runs where this gets botched because someone obviously not really informed kills one of these two first thing in head round two...

    Lastly, I really have shelved the Tyranny of Dragons campaign past the main hand, because, seriously... ...run in a big circle, kill as many normal dragons as possible, then enter big room, kill five-headed-dragon-on-steroids, on an hourly schedule, for days on end? With a fig leaf of area in which that can happen, that's entertaining for a day or two? And doing that for weeks on end to get the boons and gear from that? (80 for the boons => 8 days of doing nothing else...) And always at risk of success being compromised by either the run getting the fritz (bad, but heh, mistakes can happen), lag/lockup (OK, bad, but I suppose you WILL work on that?), or - worst - people who have the temerity to come there plainly and obviously unprepared and unfit to contribute in any meaningful way whatsoever to accomplishing the task at hand, expecting others to do the work for them while they jerk off and gloat about getting that stunt pulled through?

    Meh. Nah. Not entertaining.

    I rather brought my long resting alts back to action-readiness during this best forgotten module 5 period of Faerúnian history...
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